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SEKE 2012 Proceedings - Knowledge Systems Institute

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Fig. 2.<br />

Project (main challenge)<br />

Release 1 Release 2 Release 3<br />

Release 3 (Detailed)<br />

Sprint 1 Sprint 2<br />

Sprint 3<br />

T1 T2<br />

Mapping of Scrum build blocks into a hierarchical challenge graph<br />

feedback is given in real-time, increasing the feeling of immersion<br />

and also the perception that the player is the sole<br />

responsible for the outcome. Ideally, any activity that is suitable<br />

to using game design ideas should consider incorporating<br />

immediate feedback, as it is mandatory to maintain the sense<br />

of urge.<br />

IV. MAPPING GAME MECHANICS TO SCRUM<br />

In order to create a game-like mechanics/rules to Scrum,<br />

the first concept one needs to map is the challenge-graph. The<br />

fundamental goals of Scrum must be adapted as challenges to<br />

compose the nodes. Figure 2 shows a mapping of Scrum to a<br />

challenge graph.<br />

The leaf-nodes in this graph are the team tasks. Each<br />

team member must use their skills in requirements, design,<br />

programming and testing to succeed. The evaluation of the<br />

completion for these tasks is normally made by a PO, and<br />

logs indicating this are registered in the Burndown Chart. The<br />

major goal is to deliver a release, but this can be split in several<br />

inner goals, like to acomplish the sprints.<br />

A. Metrics to Achievements<br />

Besides the straightforward mapping of a software development<br />

project usign Scrum hierarchy into a challenge-graph,<br />

many companies also define and use a fairly large set of<br />

numeric metrics to either measure or even reward the best<br />

developers and teams. These metrics are commonly based on<br />

the developers performance in task planning and execution,<br />

programming, testing or other activities.<br />

Each of these metrics have specific meanings in the Scrum<br />

context, but simply measuring and exposing them is not compelling<br />

because they lack reference goals and sense of competition.<br />

In order to convert metrics into desirable challenge,<br />

we propose the design of individual and team achievements.<br />

Individual achievements can be based in any individual metric,<br />

even if it includes tasks from more than one project. Team<br />

achievements are bounded to projects, and ideally should be<br />

based in team-grade metrics.<br />

Any of these metrics can be converted in achievements,<br />

either repetition or rate based. However, it is important to<br />

T5<br />

T4<br />

T3<br />

carefully design and balance the levels (for repetition achievements)<br />

and thresholds (rate ones), in order to make them interesting.<br />

The first level and lowest grade medal (bronze) must<br />

be very easy to achieve, while the others must be rendered<br />

increasingly challenging. In Section V we show a preliminary<br />

evaluation of both solo and collective achievements.<br />

V. PRELIMINARY EVALUATION<br />

We have done a preliminary evaluation of our proposal<br />

involving real-world scrum teams. Infoway 3 is a medium-sized<br />

software house with 28 developers, split in four teams, which<br />

has been successfully using agile processes for six years, and<br />

using Scrum since 2008.<br />

Infoway has a Scrum-based project management system<br />

that does not implement gamification in its behavior. But<br />

the system has information about some Scrum cerimonies,<br />

including planning, review and retrospective. There is also<br />

information about the backlog and estimated and actual time<br />

spent to accomplish tasks, grouped by sprints and projects. We<br />

used these information to evaluate our proposal in a real case.<br />

In this section we describe the achievements designed<br />

to Scrum framework together with the evaluation of these<br />

achievements using the Infoway historical database. The preliminary<br />

evaluation comprises the design of ten game achievements<br />

and the evaluation of four game achievements based on<br />

measured metrics.<br />

A. Achievements<br />

As discussed before, achievements are representation of<br />

having accomplished something. Achievements can be easy,<br />

difficult, surprising, funny, accomplished alone or as a group.<br />

In this section we describe the achievements directly related to<br />

Scrum. The main idea related to the above described achievements<br />

is to keep all staff informed about the accomplishments.<br />

It is important to emphasize that all the achievements are<br />

related to a project. A project is a temporary endeavor with<br />

a defined beginning and end. During a project, several sprints<br />

could be acomplished. This is the time box used to account<br />

the proposed achievements in a organization.<br />

1) Role Achievements:<br />

• Super Scrum Master (SSM): A Super Scrum Master is<br />

an individual repetition achievement that accounts for the<br />

number of sprints that all the Scrum prescriptions were<br />

followed entirely. The achievement has 3 levels: Level 1<br />

(>=1); Level 2 (>=3); and Level 3 (>=10).<br />

• PO Presence (POPr). PO Presence is a repetition<br />

achievement that accounts for the number of sprints<br />

which the PO participated of planning and review ceremonies.<br />

The achievement has 3 levels: Level 1 (>= 1);<br />

Level 2 (>= 3); and Level 3 (>= 10).<br />

• PO Partner (POPa). It is a rate achievement that accounts<br />

for the number of sprints which the PO participated<br />

of planning and review ceremonies compared with<br />

the total number of planning and reviews performed in<br />

3 http://www.infoway-pi.com.br<br />

547

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